Gamification in Education

Gamification in Education

Digitization and mechanization processes are also increasingly noticeable in educational contexts. Not only does learning processes change, but also learning motives and needs. 

How play changes learning

Where back then, explicit front-end learning in the formal context was the main idea of ​​absorbing new information, nowadays the technical support of didactic methods and above all the transfer of knowledge to a variety of contexts play an important role. Gamification approaches in particular are now part of the context-independent knowledge transfer.

Gamification

Lido classes uses the concept of gimification, which is the use of game design elements in non-game contexts. Rules-based parts of the game and game mechanics are taken over into real life and players are rewarded with the help of points – pontification – or other ratings, among other things. The aim of gamification as an instrument is above all the implementation and initiation of behavioral changes. These selected game elements sneak unconsciously into people’s worlds and influence users and consumers to such an extent that although entertainment is the main aspect, competitiveness still has a certain focus. The users want to be better and better and to prove themselves in the services provided. Life becomes a daily challenge and so trivial things in life seem less of a nuisance. Psychological approaches trigger certain human characteristics, such as envy or ambition, which is a certain way to lead to permanent tension. Due to the ubiquity of game elements in everyday life, the boundaries between virtuality and analogue life are increasingly blurring, resulting in augmented reality used in Lido learning.

Approaches in gamification:

Although we classify computer games as virtual events, they give us real agency: they allow us to act directly on a virtual world, we are allowed to do something that feels rich because it produces recognizable results. Games encourage you to be more productive and to deal more intensively with action. This virtual productivity is to be maintained with the help of the transfer of game elements into real-life. In this way, clear goals and levels are created, which in retrospect lead to a specific action. Meanwhile, levelling up increases the motivation to solve increasingly demanding tasks. So this process can be more exciting for the player than the result itself: Computer games allow to perceive diverse roles and functions that otherwise remain closed – the boundaries of one’s own ego can be expanded to a level that goes beyond real life and is not believed possible. Permanent feedback loops, clear goals, and rules maintain commitment and can thus lead to problem solutions in everyday life. Above all, the coherent structure, a simple viewing of the results, and the simple use of the gamification elements are important. Accordingly, gamification approaches should be simple and usable for everyone and lead to committed and improved behaviour in offline life with an extension in online life which otherwise remain closed – the boundaries of the self can be expanded to a level that goes beyond real life and is not believed possible”. Permanent feedback loops, clear goals, and rules maintain commitment and can thus lead to problem solutions in everyday life. Above all, the coherent structure, a simple viewing of the results, and the simple use of the gamification elements are important. Accordingly, gamification approaches should be simple and usable for everyone and lead to committed and improved behaviour in offline life with an extension in online life. clear goals and rules are maintained and the commitment can lead to problem solutions in everyday life. Above all, the coherent structure, a simple viewing of the results, and the simple use of the gamification elements are important.

Accordingly, gamification approaches should be simple and usable for everyone and lead to committed and improved behaviour in offline life with an extension in online life. clear goals and rules are maintained and the commitment can lead to problem solutions in everyday life. Above all, the coherent structure, a simple viewing of the results, and the simple use of the gamification elements are important. Accordingly, gamification approaches should be simple and usable for everyone and lead to committed and improved behaviour in offline life with an extension in online life.

Integrated Analysis

Game-based learning is a versatile tool for addressing multiple learning styles as well as customizing content for each student. Many of the most popular educational games available are more fun and easier to play than an entire class activity on lido learning. An integrated analysis tool can provide parents with a clear overview of the child’s participation in classes. This shows that gamified elements can also be found in lido learning. Risks and rewards are real, the sense of community and identity is transmitted and the points to be achieved maintain and increase motivation and commitment to learning. The system demands and promotes the skills of the students, especially when they identify with the avatar. This dynamic learning environment changes the student and teacher relationship and behaviour. However, this can also lead to negative competition, because every participant wants to be the best. Because the motivation comes only through the game, the question arises.